This assignment aims to give you some experience with C programming and to help you gainbetter understanding of the ISA of LC‐3.
Microsoft Word - 210 A2.docx 1 COMPSCI 210 Assignment 2 Due date: 21:00 3rd June 2019 Total marks: 80 This assignment aims to give you some experience with C programming and to help you gain better understanding of the ISA of LC‐3. Important Notes There are subtle differences between various C compilers. We will use the GNU compiler gcc on login.cs.auckland.ac.nz for marking. Therefore, you MUST ensure that your submissions compile and run on login.cs.auckland.ac.nz. Submissions that fail to compile or run on login.cs.auckland.ac.nz will attract NO marks. Markers will compile your program using command “gcc –o name name.c” where name.c is the name of the source code of your program, e.g. part1.c. That is, the markers will NOT use any compiler switches to supress the warning messages. Markers will use machine code that is different from the examples given in the specifications when testing your programs. The outputs of your programs will be checked by a program. Thus, your program’s outputs MUST be in the EXACTLY SAME FORMAT as shown in the example given in each part. You must make sure that the registers appear in the same order as shown in the example and there are no extra lines. The files containing the examples can be downloaded from Canvas and unpacked on server with the command below: o tar xvf A2Examples.tar.gz As we need to return the assignment marks before the exam of this course, there is NO possibility to extend the deadline for this assignment. Academic Honesty Do NOT copy other people's code (this includes the code that you find on the Internet). We will use Stanford's MOSS tool to check all submissions. The tool is very "smart". Changing the names of the variables and shuffling the statements around will not fool the tool. In previous years, quite a few students had been caught by the tool; and, they were dealt with according to the university’s rules at https://www.auckland.ac.nz/en/about/learning‐and‐ teaching/policies‐guidelines‐and‐procedures/academic‐integrity‐info‐for‐students.html In this assignment, you are required to write C programs to implement a LC‐3 emulator. That is, the programs will execute the binary code generated by LC‐3 assembler. 2 Part 1 (40 marks) LC3Edit is used to write LC‐3 assembly programs. After a program is written, we use the LC‐3 assembler (i.e. the “Translate Assemble” function in LC3Edit) to convert the assembly program into binary executable. The binary executable being generated by LC3Edit is named “file.obj” where “file” is the name of the assembly program (excluding the “.asm” suffix). In this specification, a “word” refers to a word in LC‐3. That is, a word consists of two bytes. The structure of the “file.obj” is as below: The first word (i.e. the first two bytes) is the starting address of the program. The subsequent words correspond to the instructions in the assembly program and the contents of the memory locations reserved for the program using various LC‐3 directives. In LC‐3, data are stored in Big‐endian format (refer to https://en.wikipedia.org/wiki/Endianness to learn more about Big‐endian format). For example, if byte 0x12 in word 0x1234 is stored at address 0x3000, byte 0x34 is stored at address 0x3001. This means, when you read a sequence of bytes from the executable of an LC‐3 assembly program from a file, the most significant bit of each word is read first. In this part of the assignment, you are required to write a C program to display each word in the “.obj” file of a program in hexadecimal form. That is, the C program should display each binary number stored in the “.obj” file in it corresponding hexadecimal form. Name the C program as “part1.c”. The name of the “.obj” file (the name of the file INCLUDES the “.obj” suffix) must be given as a command line argument. The number of instructions in the file is NOT limited. In the output, each line shows the contents of one word. The value of each word must have a “0x” prefix. The letter digits “a” to “f” must be shown as lowercase letters. Here is an example of the execution of the program. In this example, the LC‐3 assembly program is as below. The name of the executable of the assembly program is “p1.obj” (markers will probably use a file with a different name and different contents). .ORIG X4500 LD R0, A LEA R1, B LDI R2, C AND R3, R0, R1 AND R3, R1, #0 NOT R4, R3 ADD R4, R4, #1 BRp F ADD R3, R3, #1 3 F HALT A .FILL X560A B .FILL X4507 C .FILL X4501 .END The execution of the program is shown below. In this example, the name of the file containing the machine instructions is p1.obj (NOTE: “p1.obj” is the exact name of the file. That is, the file name does NOT have a ‘.txt’ suffix.). The command line argument is marked in red. $ ./part1 p1.obj 0x4500 0x2009 0xe209 0xa409 0x5601 0x5660 0x98ff 0x1921 0x0201 0x16e1 0xf025 0x560a 0x4507 0x4501 Part 2 (26 marks) In this part, you are required to write a C program to implement a LC‐3 emulator that is capable of executing instruction “LD”. Name the C program as “part2.c”. The name of the “.obj” file (the name of the file INCLUDES the “.obj” suffix) must be given as a command line argument. The number of instructions in the file is NOT limited. It should be assumed that the “.obj” file contains at most 100 LC‐3 machine instructions. The state of the emulator consists of the contents of the 8 general purpose registers (i.e. R0 to R7), the value of the program counter (i.e. PC), the contents of the instruction register (i.e. IR), and the value of the condition code (i.e. CC). The values in R0 to R7, PC and IR should be shown as hexadecimal value. The value of CC is either N, Z or P. Before the emulator starts executing a program, it should first display the initial state of the LC‐3 machine. In the initial state, R0 to R7 and IR should all be 0; PC should be the starting address of the program to be executed; and CC should be set to Z. When displaying the value of R0 to R7, PC, IR and CC, a tab character (denoted as “\t” in C) is used to separate the name of the register and the value of the register. 4 Each hexadecimal value must have a “0x” prefix. The letter digits “a” to “f” must be shown as lowercase letters. After showing the initial state, the emulator should execute each instruction except the “HALT” pseudo instruction in the “.obj” file. For this part, the emulator should display the hexadecimal code of each LD instruction that has been executed and the state of the LC‐3 machine after each LD instruction is executed. The hexadecimal code of an instruction is the hexadecimal form of the 16 bits used to represent the instruction. The hexadecimal code of each LD instruction should be preceded with “after executing instruction\t” (where \t denotes a tab character) and “0x”. The emulator should output a line consisting of 18 “=” after displaying the state of the LC‐3 machine. When the execution reaches the “HALT” instruction, the emulator terminates. Here is an example of the execution of the program. In this example, the LC‐3 assembly program is as below. The name of the executable of the assembly program is “p2.obj” (NOTE: “p2.obj” is the exact name of the file. That is, the file name does NOT have a ‘.txt’ suffix). Markers will probably use a file with a different name and different contents. .ORIG X4500 LD R0, A F HALT A .FILL X560A B .FILL X4507 C .FILL X4501 .END The execution of the program is shown below. The command line argument is marked in red. $ ./part2 p2.obj Initial state R0 0x0000 R1 0x0000 R2 0x0000 R3 0x0000 R4 0x0000 R5 0x0000 R6 0x0000 R7 0x0000 PC 0x4500 IR 0x0000 CC Z ================== after executing instruction 0x2001 R0 0x560a R1 0x0000 R2 0x0000 R3 0x0000 R4 0x0000 R5 0x0000 R6 0x0000 R7 0x0000 PC 0x4501 IR 0x2001 CC P 5 ================== Part 3 (2 marks) This part is based on Part 2. Name this program as part3.c Expand the functionality of the emulator in part 2 to allow the emulator to execute instruction “LEA”. For this part, the emulator should display the hexadecimal code of each LEA instruction that has been executed and the state of the LC‐3 machine after each LEA instruction is executed. The hexadecimal code of each LEA instruction should be preceded with “after executing instruction\t” (where \t denotes a tab character) and “0x”. The emulator should output a line consisting of 18 “=” after displaying the state of the LC‐3 machine. Here is an example of the execution of the program. In this example, the LC‐3 assembly program is as below. The name of the executable of the assembly program is “p3.obj” (NOTE: “p3.obj” is the exact name of the file. That is, the file name does NOT have a ‘.txt’ suffix.). Markers will probably use a file with a different name and different contents. .ORIG X4500 LD R0, A LEA R1, B F HALT A .FILL X560A B .FILL X4507 C .FILL X4501 .END The execution of the program is shown below. The command line argument is marked in red. $ ./part3 p3.obj after executing instruction 0xe202 R0 0x560a R1 0x4504 R2 0x0000 R3 0x0000 R4 0x0000 R5 0x0000 R6 0x0000 R7 0x0000 PC 0x4502 IR 0xe202 CC P ================== Part 4 (2 marks) This part is based on Part 3. 6 Name this program as part4.c Expand the functionality of the emulator in part 3 to allow the emulator to execute instruction “LDI”. For this part, the emulator should display the hexadecimal code of each LDI instruction that has been executed and the state of the LC‐3 machine after each LDI instruction is executed. The hexadecimal code of each LDI instruction should be preceded with “after executing instruction\t” (where \t denotes a tab character) and “0x”. The emulator should output a line consisting of 18 “=” after displaying the state of the LC‐3 machine. Here is an example of the execution of the program. In this example, the LC‐3 assembly program is as below. The name of the executable of the assembly program is “p4.obj” (NOTE: “p4.obj” is the exact name of the file. That is, the file name does NOT have a ‘.txt’ suffix.). Markers will probably use a file with a different name and different contents). .ORIG X4500 LD R0, A LEA R1, B LDI R2, C F HALT A .FILL X560A B .FILL X4507 C .FILL X4501 .END The execution of the program is shown below. The command line arguments are marked in red. $ ./part4 p4.obj after executing instruction 0xa403 R0 0x560a R1 0x4505 R2 0xe203 R3 0x0000 R4 0x0000 R5 0x0000 R6 0x0000 R7 0x0000 PC 0x4503 IR 0xa403 CC N ================== Part 5 (4 marks) This part is based on Part 4. Name this program as part5.c Expand the functionality of the emulator in part 4 to allow the emulator to execute instruction “AND”. 7 For this part, the emulator should display the hexadecimal code of each AND instruction that has been executed and the state of the LC‐3 machine after each AND instruction is executed. The hexadecimal code of each AND instruction should be preceded with “after executing instruction\t” (where \t denotes a tab character) and “0x”. The emulator should output a line consisting of 18 “=” after displaying the state of the LC‐3 machine. Here is an example of the execution of the program. In this example, the LC‐3 assembly program is as below. The name of the executable of the assembly program is “p5.obj” (NOTE: “p5.obj” is the exact name of the file. That is, the file name does NOT have a ‘.txt’ suffix.). Markers will probably use a file with a different name and different contents). .ORIG X4500 LD R0, A LEA R1, B LDI R2, C AND R3, R0, R1 AND R3, R1, #0 F HALT A .FILL X560A B .FILL X4507 C .FILL X4501 .END The execution of the program is shown below. The command line arguments are marked in red. $ ./part5 p5.obj after executing instruction 0x5601 R0 0x560a R1 0x4507 R2 0xe205 R3 0x4402 R4 0x0000 R5 0x0000 R6 0x0000 R7 0x0000 PC 0x4504 IR 0x5601 CC P ================== after executing instruction 0x5660 R0 0x560a R1 0x4507 R2 0xe205 R3 0x0000 R4 0x0000 R5 0x0000 R6 0x0000 R7 0x0000 PC 0x4505 IR 0x5660 CC Z ================== Part 6 (2 marks) 8 This part is based on Part 5. Name this program as part6.c Expand the functionality of the emulator in part 5 to allow the emulator to execute instruction “NOT”. For this part, the emulator should display the hexadecimal code of each NOT instruction that has been executed and the state of the LC‐3 machine after each NOT instruction is executed. The hexadecimal code of each NOT instruction should be preceded with “after executing instruction\t” (where \t denotes a tab character) and “0x”. The emulator should output a line consisting of 18 “=” after displaying the state of the LC‐3 machine. Here is an example of the execution of the program. In this example, the LC‐3 assembly program is as below. The name of the executable of the assembly program is “p6.obj” (NOTE: “p6.obj” is the exact name of the file. That is, the file name does NOT have a ‘.txt’ suffix.). Markers will probably use a file with a different name and different contents). .ORIG X4500 LD R0, A LEA R1, B LDI R2, C AND R3, R0, R1 AND R3, R1, #0 NOT R4, R3 F HALT A .FILL X560A B .FILL X4507 C .FILL X4501 .END The execution of the program is shown below. The command line arguments are marked in red. $ ./part6 p6.obj after executing instruction 0x98ff R0 0x560a R1 0x4508 R2 0xe206 R3 0x0000 R4 0xffff R5 0x0000 R6 0x0000 R7 0x0000 PC 0x4506 IR 0x98ff CC N ================== Part 7 (2 marks) This part is based on Part 6. Name this program as part7.c 9 Expand the functionality of the emulator in part 7 to allow the emulator to execute instruction “ADD”. For this part, the emulator should display the hexadecimal code of each ADD instruction that has been executed and the state of the LC‐3 machine after each ADD instruction is executed. The hexadecimal code of each ADD instruction should be preceded with “after executing instruction\t” (where \t denotes a tab character) and “0x”. The emulator should output a line consisting of 18 “=” after displaying the state of the LC‐3 machine. Here is an example of the execution of the program. In this example, the LC‐3 assembly program is as below. The name of the executable of the assembly program is “p7.obj” (NOTE: “p7.obj” is the exact name of